A family learning universe

Pick something to play today

Every Kidsquare activity on one page, from age 3 to 65 and over — filter by age, by the growth area you want, by the theme your child asks for, or by how many of you are playing.

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The Kidsquare universe ✨

287 in all

Hungry Bear's Picnic

Give the bear exactly the right number of snacks.

3–5

Make Your Own Scene

Pick a painted place, then fill it with trees, animals and anything else you like. Nothing here can be wrong.

3–5

When Is This For?

Four painted things, four moments. Work out which thing belongs to which — the moment never says its name.

6–11

Put the Rooms In

Read what happens in each empty space, then move the right room into it — and mind which floor it belongs on. Five houses, a cottage and a castle and a palace of ice, and when one is finished you talk about it: which room is above the kitchen, what is in the bedroom, which one is your favourite and why.

3–5

The Nail Salon

Pick a polish, paint the nails, add a sticker — then take orders from customers who name the finger they mean.

3–5

Farm Jobs

Scale the fish, pluck the hen, shear the sheep, milk the cow and the goat — each one has a right way, and a reason.

6–11

Garden Orders

Plant anything you like, anywhere you like, then water it. Neighbours order from whatever you grew — pick exactly that, count the money, and the next one is already walking up.

6–11

Popcorn

Pick every kernel off the cob, tip them in the pan, then tap each one and watch it pop. The count never changes.

3–5

What Happens First

Three painted moments, shuffled. Put them in the order they happen — then find out why that order is the only one.

3–5

Sock Pairs

Mum Fon holds up one sock. Find its partner in the basket — and the basket gets busier as you go.

3–5

What Comes Next?

A strip of three painted moments with one missing. Put it back — and mind whether the gap is at the end or the beginning.

3–5

Mother & Baby

A little one has wandered off. Take it back to its mother — and the grown-ups all come from the same family, so look carefully.

3–5

Heavy or Light?

Two things on Grandma Pang's balance. Say which is heavier, then watch the beam tip and find out — a big pillow still weighs less than a small mirror.

3–5

Three of a Kind

Painted things laid out on the kitchen table. Take three of the same and they clear — or let the card name one and take every one you can find. One player, or two taking turns for the biggest pile.

6–11

Think Fast!

Name three things — typed on your phone, no wrong answers. Your answer is worth the number of people who said it too.

12–120

Who Am I? Six Clues

Vegetables, fruit, animals or jobs — the clues arrive one at a time and the card is worth six points on the first and one on the last. Guess wrong and the next clue is free.

6–12

Clue Cards

Three clues, five hearts, and a word to spell. Open another clue for a heart, get a letter wrong and it costs one too — then the picture turns over.

6–12

The Washing Line

The socks are pegged out in the wrong order. Tap two to swap them, until every pair stands side by side.

3–5

Line Them Up

Miro's blocks run in a repeating line — and the last one is missing. Tap the block that comes next, then hear the whole line sing.

3–5

The Frog and the Flies

Tap an insect and the frog's tongue takes it. Each round says which ones to catch — and which to leave alone.

3–5

Bubble Pop: 1-2-3!

Pop the number the Kidsquare Bear calls out.

3–5

The Toy Box Tidy-Up!

Sort each item into the matching colour bin.

3–5

The Emotion Detective

Match the face to the feeling.

3–5

Thought Then Feeling

The same thing happens twice. Two thoughts, two feelings.

6–11

Where Do You Feel It?

Read the body's signals and name the feeling they belong to.

6–11

Follow Me!

Watch the order Miro shows you, then tap it back.

3–5

Problem Road

Real problems come at you down a three-lane road — it's pouring and you have to get to school, you broke a glass, you fell out with your sister. Steer into the choice that actually helps. Lean the tablet to drive.

6–11

Where Is It?

The cat is ON the box — or IN it? Drag the right position word into the sentence and learn where everything is, in Thai and English.

3–5

Whose Shadow?

A duck, a giraffe and a key have all left their shadows on the grass. Drag each picture back onto the shadow with the same shape — or tap the picture, then tap the shadow.

3–5

Astro-Math: Starship Racer!

Steer into the right answer to speed up.

6–11

Make It True

Three numbers, two empty slots. Drag + − × ÷ and the equals in until the row says something true — the equals can go either side.

6–11

Sweep Them Into Groups

Drag across 2, 3 or 5 things and let go — they bundle. Count 20 and 30 into groups, then meet remainders and decimals.

6–11

Number Moles!

Pat the mole holding the target number.

6–11

Hoop Shot

The sum is on the ball, the answers are on three backboards. Learn the trick, then throw.

6–11

Pizza Fraction Dash!

Serve the exact fraction of pizza.

6–11

Write & Solve

Work out the multiplication in the grid — write it or type it.

6–11

Pull the Shape

Drag a corner and watch the sides, the angles and the area move with it — square, triangle, pentagon, hexagon, circle, and the solids too. Every shape comes with something a family actually had to measure.

6–11

Find the Hidden Animals

Real camouflaging animals are hiding in a jungle scene — find them all, then discover who they were and how they hide.

6–11

Whose Tool Is This?

Give each tool back to the grown-up whose job it belongs to.

6–11

Let's Pretend

Somebody needs you. Choose what to say, say it out loud, then pick up the one tool that does the job.

4–9

The Fix-It Mission

Something has gone wrong at work. Name what is actually wrong, choose the tool that can help, and do the right thing with it.

8–11

Pattern Path

Remember and repeat the glowing pattern.

6–11

Memory Match

Flip and match the pairs.

65–120

Breathe with Beary

Beary is asleep. Let your tummy rise and fall with his.

65–120

Summer I-Spy

Find every crab, every ice cream, every shell — and count as you go.

3–5

Picture Talk

A busy picture goes up on the big screen and the questions come round one at a time — What, When, Where, Why, How and Who. The whole class looks, talks it over and answers together; tap the picture to point.

5–12

Picture Sudoku

Sudoku with no numbers. Every row, column and box gets one of each.

65–120

The Month Ahead

One month of allowance in baht. Fixed costs land, you decide what to put away — then the month happens to you.

12–17

Headline or Hoax

A feed of posts. Tap the lines that are working on you, then decide: share it, check it first, or don't pass it on.

12–17

State Keeper

The same button does different things — it depends where the machine already is. Map it.

12–17

Matrix Logic

Nine cells, the last one missing. One rule runs across, another runs down — find the piece that is right both ways.

12–17

Mirror the Move

Two rows, take from one, last counter wins. Make them equal and copy — you cannot lose.

6–11

Break It Down

An awkward shape. Count every square, or cut it into rectangles and multiply.

6–11

The Launch Lab

A spring launcher, a target across the field, and three things you can move: how hard you pull, what angle you set, and which ball you load. Every level locks two of them so you can see what the third one really does.

12–17

Smart Experiment

Three switches, one lamp, a hidden rule. Work out which switches actually matter.

6–11

Ask the Best Question

You never guess the answer — you choose the question. A good one splits the field in half.

12–17

The Voice Inside

The sentences you'd only ever say to yourself. Hear one, name the trap in it, then say it in the voice you'd use on a friend.

12–17

Greedy Steps

Pay the exact amount in as few coins as you can — then meet the purse where the obvious rule loses.

6–11

Narrow It Down

Sixteen candidates, a handful of clues. Watch the possibilities go dark.

6–11

The Unchanging Thing

A pile changes under a rule until one is left. Say what it will be — before you play.

6–11

Halfway

A number is hiding in a range. Every guess should kill half of what is left.

6–11

Working Backward

A machine ate a number and shows what came out. Undo the chain to find what went in.

12–17

Name the Picture

A painted thing, and one question: what is it called? No options, no clock.

65–120

The Shopping List

Look at a short list, put it away, then find those things among twice as many.

65–120

What's Missing from the Tray

Pang lays a few things on the tea tray. Look for as long as you like — then the cloth goes on, and when it comes off something has gone.

65–120

The Grandchildren

They come round to the tea house — a name, an age and one thing each of them loves. Sit with them as long as you like, then Pang asks about them.

65–120

Half a Proverb

The first half of a Thai saying is on the board. Where does the rest of it go?

65–120

Days, Months, Zodiac Years

Three rings asked the same four ways: put them in order, say which one it is now, name the one before and the one after — and then count on. If yesterday was Monday, what is it in ten days?

65–120

The Design Studio

Invent a cookie, a cupcake, a sundae — or your own future. Then tell us about it.

3–5

Thought Flip

Swap the heavy sentence for the growing one — then the nine things it's okay to feel.

6–11

The Kidsquare Kitchen

Cook something real with a grown-up, invent your own, then write down what was hard and what you're proud of.

6–11

Sea Glass Studio

Set frosted sea glass into a frame and hang it where the light comes through — then say who it's for.

3–5

The Kidsquare Shop

Price the things you designed, open your stall, and count out a customer's change.

6–11

Dress-Up

Dress her: pick a cut, a colour and a pattern and she puts it on — 112 outfits, none of them wrong. Then hunt the three who match, or the three who don't.

3–5

Two Hands, Two Colours

Two coloured spots. Press both at the same moment, one hand on each, and hold — with fingers, or with the camera on and real hands in the air. Later they swap sides, so an arm has to cross the middle.

3–5

Spell the Action

A painting of somebody doing something. Stretch the word out, hear the sounds, and lay the letters down in order.

6–11

Guess Who Am I

One picture is talking, and gives itself away one clue at a time. Cross out who it can't be until only one is left.

6–11

Line Code

The key says which mark each colour takes. Pick a mark, then stamp it on every circle of its colour.

3–5

Ladybird Halves

She carries a number and wears half its spots. Pick the wing that finishes it.

3–5

Photo Hunt

Two pictures, a handful of differences. Play on your own, or race a friend on one screen.

3–5

Colour the Dice

The key says which colour each number gets. Pick a colour, then tap every die showing that many dots.

3–5

Count & Match

Count the little things and tap the number — or switch the question and find the word instead: a flock of birds, a bouquet of flowers, a stack of books.

3–5

Set the Clock

Move the hands of a real clock to match the time — o'clock, half past, and more.

6–11

Balance the Scales

Add weights to the other pan until the beam sits level — that's when both sides are equal.

6–11

Butterfly Symmetry

One wing is decorated — colour the other to match, exactly mirrored down the middle.

3–5

Colour Climb

Poppy calls a glowing hold — the big purple one! — and you tap it to climb the wall.

3–5

Route Memory

The wall lights a route hold-by-hold. Watch, remember, then climb the growing sequence.

6–11

Order Climb

Numbers and letters on the holds — tap them in order (1→6, A→F, then by twos) to climb.

3–5

Lucky Tumbler

Crank a drum of balls. Little ones put the numbers in order; older ones predict which colour is likelier and watch a bar chart prove it.

6–11

First Sound Safari

Poppy says a sound — tap the animal whose name starts with it. The first step of learning to read, by ear.

3–5

Key Code

The key says what each picture is worth — then every question is asked in pictures. Look it up, then add. Or follow a colour sequence round the ring.

3–5

Who Cooked It?

Somebody in this kitchen cooked it. Ask yes-or-no questions, turn over the faces it cannot be, and name them before Beary does. Four levels — up to who, with what, and using which tool.

6–11

Can You?

A floor game round a screen: roll, walk your token, and actually do what the square says. Land on an I-can't square — flying to the moon, drinking the sea — and you walk back to Start, laughing.

3–5

Question Sea

Seven grammars, one sea. Subjects down the side, actions across the top — say a square's sentence right and you may look under it. Eight things are hiding. Play Beary or a friend.

6–11

What's Missing?

Two shelves, and one thing has gone from the second — find it. Or find the one thing on the line with no pair.

3–5

Letter Roads

Every number and letter is a road. Drive the car from the green light to the STOP sign — one stroke at a time, in the order a hand really writes.

3–5

Super Cart

Push the cart down the aisle and grab the groceries on your list — by picture, by letter, or by word.

3–5

Hands-On Maths

Work out +, −, × and ÷ with real objects you can move — or just type the answer and press Enter.

6–11

Doodle Party

Everyone gets the same prompt and draws it on their own little canvas — watch each other's pictures appear live, then hand out hearts.

3–5

What Is It Made Of?

Draw anything you like, then watch your own drawing turned into metal, cloth, paper, plastic and rubber — and work out what it really ought to be made of.

4–9

Keep It Up

Slide your finger to move the paddle — the faster you slide, the more it leans, and the ball bounces off along the angle of the face.

4–12

The Dream Catcher

The cords start tangled — every piece is hanging in somebody else's place. Move them back until each one is under its own cord and nothing crosses. The cords stretch like rubber bands.

4–10

Speed Maths

Learn a named mental-maths trick — then race through fresh problems by typing the answer. From Friends-of-10 up to Pythagoras and Gauss.

6–11

Brain Teasers

Read a riddle, think it through, then reveal the answer and the reasoning behind it — gentle trick questions for every age, no scores, no pressure.

6–11

Logic Grid

Read the clues and fill a ✓ / ✗ grid to deduce who matches what — over a hundred puzzles, from a gentle 3-child riddle up to an interlocking mansion mystery.

6–11

Logic Detective

Three deduction games in one. On Knave Island, work out who always lies and who always tells the truth; crack a 3-digit safe from bulls-and-cows clues; or open the case files — 60 stories where you name the liar AND say who took it, which box hides the treasure, or who stands where. Every puzzle has exactly one answer you can reason your way to.

12–17

Who Lives Here?

Read each friend's position clue — which floor, which end window, who they live next to — and move everyone into the right window of the building. From a friendly 2×4 up to a busy 4×6.

6–11

Equation Balance

Solve for x by keeping the scale level — do the same to both sides, one honest step at a time, until it reads x = N. Or just type the answer and press Enter.

12–17

Two Pictures, One Word

Two little pictures join into one bigger word — sun + flower makes sunflower. Read both, then type the word they make.

6–11

Star Garden

Grow one star in every row, every column and every colour bed — and never let two stars touch. A gentle logic puzzle with exactly one answer.

6–11

Name the Group

A pride of lions, a school of fish, a bunch of grapes — link each group-word to the animals, people or things it names, and the whole phrase reveals.

6–11

Molecule Lab

Drag atoms into the target molecule — water, carbon dioxide, ammonia and more — and watch it turn into a 3-D model with its formula.

12–17

DNA Match

Build the other side of the double helix — A with T, C with G — and watch the hydrogen bonds appear. Real sequences, plus an RNA mode.

12–17

Whose Child Is It?

Read a family tree by blood group. Learn ii, IᴬIᴬ, Iᴬi … then work out which child could be theirs — and which man could be the father.

12–17

Secret Code

A colour key says what each colour is worth. Read the picture in the right order, swap the colours for digits and drag out the secret number.

6–11

Number Word Scramble

The letters of a number word are shaken up — put them back in order and the numeral appears. One to ten, then -TY, -TEEN and the compounds.

6–11

The Missing Piece

Press start, let the shapes drift, stop them where you like — then find where each cut-out piece came from and drag it home.

6–11

Tile Laying

Lay the tiles so every half-shape meets its other half — same shape, same colour. The edges around the grid tell you where to start.

6–11

Pattern Add & Subtract

Plus puts one pattern's cells into another; minus takes them out. Do the sum with your finger and watch where the two patterns overlap.

6–11

Build It

Look at the plan, then drag each piece into its place. The shape AND the colour have to match — and some pieces belong to nothing.

3–5

From Above

A stack of rings from the side — now imagine floating up and looking straight down. Which picture is the same thing?

3–5

Opposites Lab

Don't memorise opposites — make them happen. Pour it full, scrub it clean, pump it big, switch it on, and watch the word change with it.

3–5

Hex Match

Drop each coloured hex tile onto a board cell with the same symbol — and line up matching colours to score. Every board can always be finished.

6–11

Jigsaw

Pick one of Kidsquare's own paintings, break it into 6, 12, 20 or 30 pieces, and put it back together. Tap a piece, tap where it belongs — they swap. Peek at the finished picture whenever you like.

6–11

Sort It Out

A pile of things and nowhere to put them. Sort each one into the right box — animals, food, things at home, or land, water and sky — then line others up from smallest to biggest. A wrong box only shakes its head.

6–11

Sort the Waste

Bins in a row, rubbish above them, and one job: drag each piece into the colour it belongs to. Learn Bangkok's four bins, then a school's finer ones — and see at the end what your pile was actually made of.

6–11

Which Bin?

A red milk carton, a green glass bottle, a yellow snack wrapper — every pack wears a bin's colour, and the colour does not tell you the bin. Look at what it is made of.

6–11

Clean-Up Time

Three jobs you can actually see finish: wipe the fog off a window until the view comes back, tap the last stain off a dish, and put every piece of rubbish in the bin it belongs in — and find out why it goes there.

3–5

The Arcade

Five games, thirty seconds each: tap the number, spot the odd colour, add fast, find the only matching pair, and count the dots before they vanish. The only score to beat is your own.

6–11

Mirror Me

The left half shows a pattern of coloured dots — fill the right half to mirror it across the centre line. A gentle reflection-symmetry puzzle that always has one answer.

6–11

Make It Perfect

Eight tiny quests, ten seconds each — pull the tissue, zip the zip, land the stamp. The moment one lands, the next is already waiting as a shadow.

6–11

Energy Hero

Eight games: turn off the running tap, guess which machine drinks the most, find what's turning the house meter, read a bulb's label, mend a dark string of fairy lights, test what electricity travels through — and learn the thrifty way to use every machine in the house.

6–11

Whole-Body Eights

Seven moves, eight counts each — neck, arms, legs — with a number big enough to read from across the room and a seated move to finish.

65–120

What Time Is It?

Move the hands to match 7:30, read a clock and dial the digits, then wind the minute hand round until the cuckoo comes out and calls the hour.

6–11

Write a Song for the Music Box

Punch holes in a paper ribbon and wind the handle yourself — slowly and the song is slow, quickly and it hurries. Or load a nursery rhyme already punched and watch which hole makes which note.

6–11

Who Lives Where?

A row of houses, a few children, and clues that never name everyone outright. Read them together and take each child to their own front door — the harder streets add a pet each.

6–11

Memory Map

Gems light up one niche at a time on a treasure-cave wall — then tap the same niches in the same order. The trick is taught first and drawn on the wall as you go: don't hold separate dots, draw them as ONE line and remember the shape. A clean run makes the next route a gem longer.

6–11

Connect the Dots

Count 1 to 10, 1 to 20, or skip-count by fives, tens and hundreds — tap the dots in order and the hidden painting appears in full colour, exactly on the line you drew.

6–11

Riddles

“I have teeth but cannot eat, and I open the door.” Hold every clue at once, type what it must be — and the painted answer comes out to meet you.

6–11

Odd One Out

Four things on the library table, three of them alike. Tap the one that doesn't belong — then say what the other three had in common, because that is the part that teaches you something.

6–11

Follow the Code

A starting animal and a row of arrows — now trace it. Move one square per arrow, never skip ahead, and tap whoever you land on. This is how programmers find their own bugs.

6–11

Sort It

Two baskets and one rule. Drag each painted thing to the side it belongs on — land or water, eat it or use it, inside or outside — and find the one or two that make you stop and think.

3–5

Saturday Market

A hundred baht, a list from home, and a stall full of things nobody asked for. Buy what's needed first — then decide what the rest of your money is for.

6–11

My Compass

Twenty things people live by. Keep the ones that are actually yours, narrow to five, then answer ten small questions until three are left. Not a test — a compass, and it will point somewhere else next year.

12–17

Fraction Scales

One fraction on the pan, and only the one that weighs exactly the same leaves the scale level. Learn the rule that never fails: times the top and the bottom by the same number.

6–11

What Would You Do?

Real situations with no right answer to guess at — money short at the shop, a friend left out, a stranger at the gate. Choose, and find out what happens next.

6–11

What's in the House Can Fix It

Hands-on science from the kitchen shelf. An ant bite, a browning apple, a fogged mirror — pick what actually helps, learn why it works, then go and try it for real.

6–11

Turtle Shells

Nine turtles each on the sand, one to nine dots, the same nine at both ends. Your score is the dots in the ring — but leave one lying still and it puts its head out and walks off, so count the round before they go.

3–5

Crab Shells

Vermilion crab shells against blue ones, nine each with one to nine dots. Flick them across the sand and add up what stops inside the ring.

3–5

The Bean-Bag Ring

Blue at one end, red at the other. Pull a bag back and let it go — and the last throw can still change everything, because bags move each other.

3–5

Rock, Paper, Scissors

Sit at either end, choose in secret, and both turn over at once. Five rounds — and mixing up your hand counts for as much as winning.

3–5

Two Frogs, One Pond

A frog on each bank and insects drifting between them. Catch the ones over your own water — and the pond gives both sides exactly the same chances.

3–5

Table Tennis

Two of you at either end of the tablet, a bat each that follows your own finger. It speeds up every time it comes back.

6–11

Tennis

A heavier ball, slower off the racket, with a bounce in the middle of the court. Two players, one screen.

6–11

Badminton

The shuttle leaves fast and brakes in the air, so it always arrives slower than it left — which is what makes it playable in a garden.

6–11

Colour Sweep

The numbers beside each line say how many of each colour it holds. Work out the rest — and no board here ever needs a guess.

6–17

The Big Screen

Open a room on the television, everyone joins with their own phone. The question is on the screen, the buttons are in your hand, and nobody is racing a clock.

6–11

Risk or Reward

Before you answer, say how sure you are — 1, 2 or 3. A right answer is worth what you staked and a wrong one costs nothing at all. At the end, the game says who read themselves best.

8–120

Fastest Finger

The question is on the big screen and everybody answers from their own phone. First right answer takes three points, second two, third one — and everybody else who got it right still scores.

6–11

Quiz Battle

Split the room in two, put the question on the big screen and let everybody answer from their own phone. The points belong to the side, not to the person who got there first — and an uneven split is not a handicap.

6–11

Class vs Class

Name the sides after the classes themselves and let each one send a phone. Talk it over in your group before you press — the score goes up under the class's name, and every class plays for the same total.

6–11

Teacher vs Student

The teachers hold phones on one side, the students on the other, and the question is on the big screen. Two teachers against a room is not a handicap — every side plays for the same total, however many are on it.

6–120

House Challenge

The school's four houses, each sending a phone up to the stage. Talk it over in your house before you press — the score goes up under the house's name, and every house plays for the same total.

6–17

School Championship

Up to four named sides, one set of questions at a time, and the scores carry over from set to set. Change the question set whenever you like — the champion is the side with the most when the host calls it.

6–17

Would You Rather?

Two things on the big screen; everybody picks from their own phone. No right answer and no score — only how the room split, and who picked the same as you.

6–120

Same or Different

Small questions about yourself, answered in a second. The screen shows where this room is alike and where it is not — and at the end, who picked the same as you most often.

6–120

Team Puzzle

One question on the big screen, and each group talks before it presses. Only the answers that agree with the side count — you can change your mind until the question closes, and being first is worth nothing.

6–17

Connect the Clues

Every phone on a side holds a different clue and nobody holds them all. The answer only exists when you say yours out loud — then the side answers together.

8–17

Tower Builder

The screen says which blocks may be used, and everybody takes one. Two people on the same block only lay one, so your tower is as tall as the number of different blocks you found.

7–17

Pattern Master

Five numbers on the big screen and the sixth to find. Every rule that explains the five gives the same answer, so talk it over in your group and press together.

8–17

Robot Mission

A little floor on the screen, the robot in one square and the flag in another. All four plans use the very same arrows in a different order — walk them together and find the one that stops on the flag.

7–17

Logic Lab

Four buttons and a lamp, and only one button is wired to it. A row that lit crosses some buttons out and a row that did not crosses out the rest — read them aloud and one is left.

9–17

Save the Planet

Four things were left running in one room — which of them ate the most electricity? A kettle for ten minutes uses less than a fan left on all afternoon, so multiply watts by time and agree before you press.

9–17

Find Your Match

Favourite colour, favourite animal, where you would go. Keep picking, and at the end the game names your match — the person in the room who chose like you most often.

6–120

How Well Do We Know Each Other?

One big screen, a phone each, and one round for each person. Whoever the round belongs to quietly picks their own answer first, and everybody else guesses what they chose. At the end there is no ranking — only the number of times this room read each other right.

6–120

Common Ground

One statement on the big screen and everybody answers yes or no from their own phone. The ones every single person says yes to go on the list — and at the end the room has a list of things that are true of all of it. No score, and nobody ever finds out who answered what.

6–120

Twenty Questions

Nine cards on the board and one of them is the answer. The room chooses what to ask, the impossible ones are crossed out, and the trick is the one the game teaches first: a good question cuts the board in half, not one card at a time.

8–120

The Day's Board

Open one board for the whole stand, then start every console from it. All their scores land on the same board, it lasts the day, a refresh loses nothing — and every game shows the number to beat.

4–120

Quiz Wheel

Put your categories on the wheel and spin it — the next question comes from wherever it stops. Nobody has to argue about what comes next, and everybody still answers from their own phone.

6–120

Team Jeopardy

A board of categories at the front of the room, and the sides take turns choosing from it — then the whole room answers the question that comes out. The score belongs to the side, and the turn to choose goes round rather than to whoever is winning.

6–120

Guess the Animal

A painted animal on the big screen and four names in every hand. All four are real animals — and usually four of the same kind, so you have to look properly.

4–120

Guess the Place

One painted place on the big screen — a classroom, a market, a station, the bottom of the sea — and the whole room decides where it is.

5–120

Who Am I?

Three clues and four people, and only one of them fits all three. The screen lets the clues out one at a time — and no single clue can ever give it away.

7–120

The Mystery Object

Four things on the screen and a clue at a time. Cross them out until one is left — which is deduction, not memory: nothing here has to have been taught to you.

7–120

Zoom In and Guess

A painting zoomed in until only a patch of it is left. Name it from that patch — and at the reveal the picture pulls back and shows you the whole thing.

5–120

Head to Head

The same eight questions, two players sharing one screen. Two honours at the end — finished first, and most right — because they are rarely the same person.

6–11

Press First

One screen at the front of the room, two sides, two buzzers. Whoever presses first answers — and a wrong answer costs nothing, it just passes the question across.

6–17

Tug of War

Two teams at one board, both solving at the same time. Every right answer pulls the rope one step your way — and a miss costs nothing, the rope simply does not move.

6–17

Tug of War: the whole room

The rope is on the big screen and the whole class answers from their own phones. Every right answer pulls it one step your side's way — and a miss costs nothing, the rope simply does not move.

6–17

Slap It!

One screen on the table, up to four players, a pad each. Answers come past one at a time — slap yours the moment the right one shows. Slap a wrong one and your hand sticks for a moment.

4–120

Stop the Needle

“Stop at 30.” A needle runs along a ruler once — press your pad when you think it is there. Up to four players round one screen; the nearest flag takes the round.

4–17

Tap the Colour

One minute, tap the colour the screen asks for — two players on half a screen each. Every pad has its colour, its shape and its name, so it plays just as well if you cannot see the colours.

5–17

How Well Do You Know Me

One phone round the table. One person answers about themselves in secret, everybody else guesses what they said — and the score at the end belongs to the whole table, not to anyone at it.

10–99

Build It Together

One device round the table: a monster, a dream house, a holiday, a dish. A piece each, until you have one thing nobody would have made alone — and nothing in it is scored.

4–99

Teacher Says

The screen calls the moves and the whole room does them, standing beside a desk. Four ways to play, it speeds up as you go — and nobody is ever sent out, so the number at the end is the class's.

4–12

The Prize Wheel

A wheel, boxes, cards or numbers — whichever you like. Type in your own prizes, and every slot holds one, so nobody ever spins and gets nothing.

3–99

Two Truths, One Lie

The screen deals six statements; you pick two that are true of you and one that is not, and the room guesses which. It ends by printing two real things about everybody.

7–99

My Superpower

Eight situations with no wrong answers — every option is a real, good thing somebody does. At the end: which strength you reached for most today, all the others you used, and a plain reminder that it is not who you are.

7–99

Human Bingo

One grid on the screen at the front: find somebody who can whistle, who was born in your month, who has climbed a tree. A full grid belongs to the whole room.

6–99

Camp by the Card

Turn the order card over and drag things along the trail to swap them, until the camp matches the card. One player, or two on half a screen each.

6–11

Grandma Ploy's Gem Market

Collect coloured stones and trade them for ice creams and cold drinks — and every treat you take away comes with a stamp that helps pay for the next one. One to four players on one screen.

6–11

The Trail to the Tent

Drag one finger along the lane and the trail follows it — six pairs to choose from (the bear and the honey, the bee and the flower) and the one rule that gets you out of any maze: keep a hand on the wall.

6–11

Plot the Route

Move three lanterns onto three posts — in the fewest moves there are. Plan it backwards, from the goal.

12–17

Task Switch

The sorting rule changes without telling you. Find it from the ticks and crosses — one miss rules one out.

12–17

The Rule Changed

Sort the cards by the rule on the sign — and when the sign changes, let the old rule go.

6–11

Counting Backwards

100, 93, 86… with a method that makes the tens easy, no clock at all, and help the moment you want it.

65–120

Name Them

Say as many animals as you can out loud, and tap to count. Afterwards, a wall of the ones there were.

65–120

Count the Change

Mind Grandma Pang's stall. Count the change up from the price — 87, 90, 100 — and hand it over.

65–120

The Same Leaf

Two of the leaves on the table are exactly the same leaf. Find them — and hear what the near-misses differ in.

65–120

Makhum · the sowing board

Seven holes a side, seven seeds in each. Sow them round the board, land home for another lift, and finish with more than the person sitting opposite you.

6–99

Roll, and tell us

Two dice into a board of thirty-six things to talk about — the first die is the row, the second the column. For a table of people, not for one person alone. Nothing is scored and any question can be passed.

65–120

Garden Go

Bushes against hydrangeas on a 9×9 board. Surround a group until it has no space left to breathe and it comes off — and at the end the ground each side holds is planted, so the winner's garden grows across the board.

8–99

Pinch

The same garden, the other idea of capture: step one square and any plant of theirs caught between two of yours comes off. A plant that walks in between on its own is safe — which is what makes it a game about patience.

6–99

Four Ages of a Banana

The same banana plant at four ages — a sucker, a young plant, one in purple flower, one carrying a ripe bunch. Put them in the order they grow, then answer the grove's questions about them.

4–9

Sort the Post

Three bags of post and three different rules: first by the street written on the letter, then by whether the house number is odd or even, and last by which range of numbers it falls in.

5–10

Plant It in the Right Hole

Holes of different widths are dug in the field, with a tray of plants beside them. Look at a HOLE first, then go and find what fits it — that is the trick, and it saves trying every hole in turn. Later the shape counts too, and on the last patch one plant has no hole at all: leaving it out is right.

3–6

Give the Directions

Poppy is on a corner and the flag is elsewhere. YOU give the directions — left, right, so many blocks — and she does exactly what you said while you watch. Nothing is marked wrong: you see where she went and which instruction she was on. From round four she walks towards you, and her left is on your right.

5–11

Falling Blocks

Blocks come down and two bins wait below. Tap the one that matches — by colour, then by shape, and from level three the rule turns over mid-game and the bins repaint. Letting go of the old rule is the exercise. A block that lands is not a life lost: it waits in the pile, and sorting well shrinks it.

5–12

Memory Drill

Before anything is scored you are taught the move: four digits is four things to hold, but “2-7” then “4-9” is two. Then lights run round a ring of numbers and you tap the order back. It grows, then it is asked backwards, and last the ring turns while you hold it — so hold the numbers, not the places.

6–12

Tell Your Story

Nothing here is right or wrong and nothing is counted. A card asks about your own life — the first home you remember, the work your hands did, the person you think of most — and when you have told it, it becomes a page in your book. The book only ever gets thicker.

60–99

Saving Up

Something in the shop costs more than a week's money. Put the same amount in the jar each week and count the weeks — that count is the answer, which is what dividing really is. Then say the number before saving it, then work out how much a week to have it by a given date.

6–10

Make Rangoli

A rangoli is built in three layers — base, pattern ring, centre — and it turns around its middle, so you place ONE piece and the whole ring follows. Learn that first, watching six petals arrive from one. Then copy four, reading each ring. Then a board with no target at all, which is yours.

6–11

Paint It and Spin It

Paint a spinning top, press spin, and the colour that comes out is not one you painted: the eye averages everything passing the same ring. Learn that on two halves, then call the blend before it spins, then make two colours cancel each other to grey, then run Newton's seven. The pinwheel has gaps, and whatever is behind it averages in too.

5–10

Keep the Pattern

Ten nails with a pattern running across them. First find the chunk that keeps coming back and build it in the row of slots — then paint the rest so the pattern carries on. Two colours, then two-then-one, then three, then out-and-back, and last a hand already painted with one nail wrong.

5–9

Tile Designer

Cut the grid into rectangles — each holds one number and is exactly that many squares. Then the board you solved becomes a tile, and a floor laid with it shows a pattern the single tile never had. Every game deals a brand-new board, proved to have exactly one answer.

7–12

Pour It Fair

One jug of juice, two to four friends, and the glasses have to come out level. Pour a ladle at a time and go round again — however many each glass got is the answer. Then a jug that will not divide, and one ladle has to stay behind.

5–10

High or Low

A double bass, a cello, a guitar and a violin, drawn at their real sizes. Tap each one and hear it, then put the four in order from the lowest sound to the highest — and last, hear one with the pictures hidden.

4–10

The Stone Board

Three stones each on the tea-house board. Place them, slide them, make a line of three — against a partner who tells you how hard they play.

65–120

3D Rotation

Which block figure is the same one, turned? The wrong ones are mirrors — and the game says so when you pick one.

12–17

Turn It In Your Head

Which wooden piece is the same one, just turned round? Careful — some of them have been flipped over instead.

6–11

Light Every Lantern

Walk the forest paths and light every lantern in one go, never passing through one twice. Start where you have the fewest ways out.

6–11

Catch the Planets

Tap every planet that comes past — but never a meteor. Slipping is normal: the hand really is faster than the mind.

6–11

The Balance Board

Twenty-one blocks of free time, one week, eight things they could go to. Nothing is scored — the board only makes the trade-off visible.

12–17

The Recipe I Know

Put the steps of a dish you have cooked a thousand times back in order — your order. Only the steps that truly cannot swap are held.

65–120

Colour Mixing

Pour two pots into the bowl and a brand new colour comes out. Nothing can be wrong, and every colour says its own name.

3–5

Before the Exam

Six things to do with a body that has decided there is a tiger in the room. Nothing is counted, nothing can be failed.

12–17

Asking for Help

Six situations, and the three parts that turn “can you help me” into something a person can actually act on.

12–17

Cast, Wait, Reel

Cast the line, wait — really wait — and pull when the float goes under. Pulling early costs nothing at all.

65–120

Big, Middle, Small

Line them up from biggest to smallest — the same painted thing at three, four or five sizes, and nothing else changing.

3–5

Spot the Change

Two shelves and one difference: something moved, grew, shrank, swapped places or turned up. Find it in the lower picture.

6–120

When Anger Comes

Read the moment, say how far up the wave you'd be, and pick something to try — because what works at a niggle does not work at the top.

6–11

One Wave at a Time

Two runs, exactly the same work, and only the order changes. The gap between your two times is the price of switching.

12–17

Constellation Sort

Sort by colour. Then by colour and size at once. Then the same, while the groups fill up and close — no clock, because load is not speed.

12–17

Set the Table

A plate, a cup and a spoon each — then two more guests arrive. A knife on a tea table is never marked wrong.

65–120

Counting Stars

Tap each star once — it lights up and keeps its number. Then: how many were there? The last number you said is the answer.

3–5

The Song Lanes

Twinkle Twinkle, Old MacDonald and Row Your Boat come down four lanes of light. Tap them as they land — and miss all you like: the tune plays every note anyway.

3–5

Which One Vanished?

A row of ice lollies, then a cloth — and when it lifts, one has gone and the others have closed the gap.

3–5

Which Bread Vanished?

A row of bread on the counter, then a cloth — and when it lifts one has gone and the others have closed the gap.

3–5

The Ice Cream Shop

Read the order one line at a time and build it — cone first, then the bottom scoop, then the top. Or take the card away and make your own.

6–11

The Doughnut Shop

Fill the tray from the order — two of these, four of those — then ring it up on the till. Twelve kinds in the case to pick from.

6–11

The Juice Bar

Someone orders honey & lime. What goes in it? The name already told you. Or mix your own and let the shop name it for you.

6–11

Two the Same

A tray of cold drinks. Find the two that match — or switch it round and find the one that is not like the others.

3–5

Recipe Order

Six steps, shuffled. Work out which has to happen first — and watch the glass fill up as you get them right.

6–11

Mental Maths Sprint

Start at seven, add eight, times two, take away five. Nothing is written down and every step moves the number — so the trick is to say each answer out loud before the next step arrives.

12–17

Focus in Noise

The word says one colour, the ink is another, and the answer is always the ink. Reading is automatic by now — so the wrong answer gets there first, every single time.

12–17

Faces & Names

Meet three, five or seven of the valley at the festival, then say who is who. A face gives you a hundred hooks and a name gives you none — so the game shows you how to make one.

12–120

Under Pressure

Six ordinary situations, a short clock, and one rule given to you before it starts. People who decide fast are not thinking faster — they decided in advance what they were deciding by.

12–17

Order of Events

How rain falls, how bread rises, how a message crosses the ocean — eight steps, shuffled. Pin the ends first, then squeeze inwards.

12–17

Find Where It Fits

A board full of faces and a card with a hole in it. There is exactly one place the card fits — and a trick for finding it fast.

6–11

The Way Home

Tap the next bit of road and walk through the town to the door with the flag over it. Some streets have a hedge across them — go round.

3–5

My Farm

Hens lay, eggs hatch, caterpillars turn into butterflies you let go. Feed them, water the beds, sell what you pick — at the market, or nearer and for less — and hire someone to help. It keeps going while the screen is closed, and nothing on it can ever be lost.

5–11

The Ice Lolly Queue

Five children waiting at the cart, and an order to fill. Copy the card, then follow what they asked for — the watermelon one to the left of the chocolate one.

3–5

Shop Town

The town hall sends a plan and you build the town: forty painted shops and cottages, dragged to the lot each one belongs on — to the left of the fruit shop, on the corner of Flower Street and Bird Lane.

6–11

Tell It Back

Grandma Ploy reads you a short list, then covers it. Say it back in order — and then, when you are ready, backwards. Hold it in groups of three.

6–11

The Owl's Cipher

The owls write to each other in shapes. Read the key and spell the word — then try a letter with no key at all, where the only clue is which shape repeats.

6–11

Number Shadows

A number drifts past the telescope on its side. Turn it back in your head — a quarter at a time — and say what it is. Then tell a turn from a flip.

6–11

Stack It

A slab slides across the top of the tower. Press when it is squarely over — anything hanging off the edge is cut away and gone.

6–11

The Adding Path

Every stone has a sum on it. Work them out and step on them in order — 1, then 2, then 3 — or follow a chain of +3 and −5 all the way across. The frog cannot move until you have added.

5–11

Precision Drop

A cart slides along below and the parcel takes time to fall — so let go before the cart is under you. Eight drops each, and the hopper goes higher every time.

5–120

Balance Master

Sandbags land on the plank one at a time. Slide the heavy block towards whichever side is higher and hold as many as you can — a small bag far out weighs a big one close in.

5–120

Hit the Target

Say which ring you are going for, then hold the pad just long enough. The far ring pays most and is easiest to miss — and a puck that stops anywhere on the lane still scores.

5–120

Mystery Room

Three locks on one door, three separate cards of clues, any order you like. Crack all three and the room opens — for everybody standing there, not just whoever turned the last one.

6–11

Lost Treasure

One chest under one of thirty-six squares, and twelve digs. A hole that is not the chest always tells you which way it lies and how far — two holes are usually enough to know exactly where it is.

6–120

Mystery Mission

Buttons are hidden under the tiles and the readouts beside each row and column say how many. Satisfy every readout and the door opens — and one readout is broken, which you never need.

7–120

Speed Sort

The stall's stock comes past one thing at a time and there are three crates. One minute — and a wrong crate never takes a point away, it just goes back on the belt.

6–11

Team Battle

Pick a colour from your own phone — up to four sides. The question is on the big screen, the points belong to the side, a smaller side is not at a disadvantage, and turning up late still gets you a team.

7–120

One vs One

Two people, a side of the screen each, the sum in the middle. First right press takes the question, eight questions — a wrong press costs nothing, you just wait for the next one.

7–120

Beat the Clock

One clock for the whole room, everybody answering from their own phone. A question is cleared the moment anybody has it right — clear them all before the clock runs out. More people makes it easier.

7–120

Faster Than Fear

The sky fills with lights and one kind has to be found — all of them. Sweep row by row: speed comes from the method, not from hurrying, and the clock never runs out.

6–11

What to Plant When

Three Thai seasons and everything in Kham's garden knows its own. He holds one thing up at a time — and tells you when it really goes in, whichever way you answer.

65–120

The Lakeside Walk

Walk round the lake and see what stands at each stop — the bell, the little bridge, the old boat. Then Ploy asks where they were. There is no clock at any point.

65–120

Rhyme Time

One word, and three others — which one rhymes with it? Answering opens the whole family out into the chain you were taught it as: ตา · ปลา · หมา · ม้า.

65–120

The Slow Walk

One breath, one step, out along the path and back. Stop whenever you like and pick it up on the same breath. It can be done sitting down, and nothing here counts down.

65–120

Small Gratitudes

Three questions by the water, once a day, each with five small answers already on the board. What you choose goes out on a lantern. Nothing is counted and nothing is compared.

65–120

Word Wind

The wind has blown a word apart over White Wood. Listen to it, look at the picture, and tap the letters back in the order they are written.

6–11

Falling Words

A letter, a word or a whole sentence drifts down out of the sky — write it with your finger, or type it, before it reaches the grass. Thai, English, Chinese, Japanese and Korean. While you are writing, it stops and waits for you.

5–11

Build the Bridge

The river is too high to wade. Lay planks out from the bank, one at a time — every plank has to reach both sides, and no post can stand in deep water.

6–11

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